Questions for a Map/FOT:R?

Yeah, I'm using preserve and a variable to prevent the triggers from looping. Alright so with a little pointing in the right direction and editing of the triggers I resolved #2 on that list but I #1 is still a problem.

I did determine however that if I re-upgrade the downgraded weapon not only is the original upgraded weapon still in my inventory but I get a second one also. It is quite weird.
 
Hmm most odd, could you post your triggers?

Actually thinking about it, depending on how complex you've made things, you can get away without using variables.

trigger (preserved) has parts
condition
speech 'upgrade' occurred
player has more than 0 items tagged rifle
player has more than 0 items tagged scope
player has less than 1 items tagged rifle equipped
player has less than 1 items tagged scope equipped
action
give item tagged rifle to npc2
give item tagged scope to npc2
b wait 1
give item tagged scopedrifle from npc2 to human
set click speech for unit npc1 to downgrade

trigger (preserved) has upgraded weapon
condition
speech 'downgrade' occurred
player has more than 0 items tagged scopedrifle
player has less than 1 items tagged scopedrifle equipped
action
give item tagged scopedrifle to npc2
b wait 1
give item tagged rifle from npc2 to human
give item tagged scope from npc2 to human
set click speech for unit npc1 to upgrade

That'll work allowing you to swap back and forth all day long.
 
Here are the triggers for the upgrade and downgrade that I'm using.

Trigger Weapon Upgrade Sniper HK416 (preserved)
Conditions
If mission varaible 'downgrade' is '0'
Human has equal to 1 itemtaggedequipped 416USI @ gunsmith
Human has equal to 1 itemtagged hk416
Human has equal to 1 itemtagged scope
Human has less than 1 itemtaggedequipped hk416
Human has less than 1 itemtaggedequipped scope
Actions
Give item tagged scope to B1_Giver
Give item tagged hk416 to B1_Giver
Wait
Give item tagged hk416US from B1_Giver to human
Entitiy GS_B1 will use speechnode GS_Finished
Set variable downgrade '1'

Trigger Weapon downgrade Sniper HK416 (preserved)
Conditions
If mission varaible 'downgrade' is '1'
Human has equal to 1 itemtaggedequipped 416DSI @ gunsmith
Human has equal to 1 itemtagged hk416US
Human has less than 1 itemtaggedequipped hk416US
Actions
Give item tagged hk416US to B1_Giver
Wait
Give item tagged hk416 from B1_Giver to human
Give item tagged scope from B1_Giver to human
Entitiy GS_B1 will use speechnode GS_Finished
Set variable downgrade '0'
 
VFSniper said:
Trigger Weapon Upgrade Sniper HK416 (preserved)
Conditions
If mission varaible 'downgrade' is '0'
Human has equal to 1 itemtaggedequipped 416USI @ gunsmith
Human has equal to 1 itemtagged hk416
I'm presuming the highlighted line is a token or chit to get the upgrade done?

You don't actually need variables with these triggers, just add a condition to each to prevent the player causing the feed back loop if they have both tokens equipped at once.

Trigger Weapon Upgrade Sniper HK416 (preserved)
Conditions
Human has equal to 1 itemtaggedequipped 416USI @ gunsmith
Human has equal to 1 itemtagged hk416
Human has equal to 1 itemtagged scope
Human has less than 1 itemtaggedequipped hk416
Human has less than 1 itemtaggedequipped scope
Human has less than 1 itemtaggedequipped 416DSI @ gunsmith
Actions
Give item tagged scope to B1_Giver
Give item tagged hk416 to B1_Giver
Wait
Give item tagged hk416US from B1_Giver to human
Entity GS_B1 will use speechnode GS_Finished

Trigger Weapon downgrade Sniper HK416 (preserved)
Conditions
Human has equal to 1 itemtaggedequipped 416DSI @ gunsmith
Human has equal to 1 itemtagged hk416US
Human has less than 1 itemtaggedequipped hk416US
Human has less than 1 itemtaggedequipped 416USI @ gunsmith
Actions
Give item tagged hk416US to B1_Giver
Wait
Give item tagged hk416 from B1_Giver to human
Give item tagged scope from B1_Giver to human
Entity GS_B1 will use speechnode GS_Finished
 
Thanks,
Yes, the 416USI is an upgrade card, and I'll try what you suggested about the conditions for the loop. Any thoughts about #1?
 
I set up those triggers in a test map and they worked fine, the rifle, upgrade and upgraded rifle were swapped back and forth with no problems or duplications.
 
I guess that it could have somthing to with the fact that B1_giver has 20 HK416US Rifles, that way if the player finds more HK416's they can upgrade those as well.
 
Ah yes that there might be the problem I'm surprised that the player didn't receive all 20 rifles in one go.

Probably the easiest way is to limit the upgrades to a few unique weapons, I'm playing JA2 1.13 and they have several 416s with different length barrels, or failing that one HK416, one M4A1, one LR300 etc. Weapons that are in very good condition compared to other rifles that the player might find.

Then just copy the triggers for each weapon, adjusting the tagnames each time. I mean you can only use six at a time anyway.
 
good point, it works fine now thanks.

However is there a method to setup an objective that requires an NPC to be killed silently either with HTH or with poison i.e. like westin from fallout 2?
 
Right, I know that what I meant was is there a way to force a player to kill silently via triggers or an objective?
 
To kill by poison and complete an objective just have two trigger conditions;

condition
npc has less than 1 alive
npc has more than # poison points/level.

You can use the same method to allow overdose kills as well.

For friendly/neutral characters it's easy to force poison kills, just have two trigger conditions;

condition
team x has equal to 1 deaths at zone y
team x has more than 0 is alert at anywhere.

Then whatever action is suitable.

Allowing silent hand to hand kills is harder and requires the player to remove their armour and all weapons/items, which means melee weapons that should be silent wouldn't be allowed. It probably wouldn't take into account thrown weapons either. But you can have the trigger;

condition
team/unit has equal to 1 deaths at zone x
human has less than 1 items tagged equipped at zone x. (leave the tagname field blank).

action
change team z alignment to team 1 to 0, (or whatever it was before)
give 100 reputation points to human. (optional)

Which will reset the rest of the friendly npcs on that team back to friendly or neutral relations to the player and counteract the negative reputation earnt from killing a neutral/friendly character.
 
I'm looking for a way to make a given enemy, invunerable to everything but a headshot... Is that even possible?
 
I'm attempting to setup a perk like "Gecko skinning" in the Fallout 2, but I"m having some trouble trying to figure out how to make it work i.e. how to have critters don't have any inventory to critters that have pelts, guts...etc.

Also I'm been toying around with the idea of NVGs but I can't quite figure out how to make then work. My idea so far is that when a player has the NVG equiped they get the nigth person perk and a boost to there perciption. I can't get the perk to apply though.
 
You can't give perks.

For gecko skinning use a similar method to the sleep/awake characters. Have some critters active with no inventory, some critters deactivated with the inventory and a check to see if the team has the perk then switch them.
 
Yeah, I'd sort of come to that conclusion. So no way to implement the "gecko skinning" thing on a global scale?
 
Only if the Geckos are only to be found in random encounters. You can turn off any random encounters with the 'skinless' critters and turn on encounters with the inventory carrying critters via triggers once the player receives the 'perk'. But you'll still have to set up two sets of critters plus triggers on each map the player might find the critters, rather than replace on of the perks you can just use campaign variables.
 
Alright, new question I'm trying to setup a claymore mine, which has a cone of fire and is detonated by remote. The only problem is that in-order to setup the mine to by remotely detonated removes the arc of spread options. Anyone know of a good way around this?
 
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